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@@ -93,6 +93,19 @@ namespace Spine {
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/// <summary>Calculates the <see cref="Offset"/> and <see cref="UVs"/> using the region and the attachment's transform. Must be called if the
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/// region, the region's properties, or the transform are changed.</summary>
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public void UpdateRegion () {
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+ float[] uvs = this.uvs;
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+ if (region == null) {
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+ uvs[BLX] = 0;
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+ uvs[BLY] = 0;
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+ uvs[ULX] = 1;
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+ uvs[ULY] = 1;
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+ uvs[URX] = 1;
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+ uvs[URY] = 1;
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+ uvs[BRX] = 1;
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+ uvs[BRY] = 0;
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+ return;
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+ }
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+
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float width = Width;
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float height = Height;
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float localX2 = width / 2;
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@@ -142,25 +155,24 @@ namespace Spine {
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offset[BRX] = localX2Cos - localYSin;
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offset[BRY] = localYCos + localX2Sin;
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- float[] uvs = this.uvs;
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if (rotated) {
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- uvs[URX] = region.u;
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- uvs[URY] = region.v2;
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- uvs[BRX] = region.u;
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- uvs[BRY] = region.v;
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uvs[BLX] = region.u2;
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uvs[BLY] = region.v;
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uvs[ULX] = region.u2;
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uvs[ULY] = region.v2;
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+ uvs[URX] = region.u;
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+ uvs[URY] = region.v2;
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+ uvs[BRX] = region.u;
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+ uvs[BRY] = region.v;
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} else {
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+ uvs[BLX] = region.u2;
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+ uvs[BLY] = region.v2;
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uvs[ULX] = region.u;
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uvs[ULY] = region.v2;
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uvs[URX] = region.u;
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uvs[URY] = region.v;
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uvs[BRX] = region.u2;
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uvs[BRY] = region.v;
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- uvs[BLX] = region.u2;
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- uvs[BLY] = region.v2;
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}
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}
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